DGIT # 2-Krafty Koreans

I think we should do what we did over on GK: TDG... the first round everyone should play 20 turns, we'll all post a brief turn log and save, and pick which one will be the most powerful for us. Sandrock, if you do the world, make sure we have at least 1 food source in our radius, and no iceberg stats! We won't survive very long on emperor without a decent starting location.
 
Since there have ben no objections to the Emperor level, that is what we will play at(I think it was decided already by the way you guys were talking). I think we should leave all victory conditions on. I think I would like to play a smaller map this time, but I'll play any size.

As far as having two games running at once, I'm not to keen on that idea. I'd rather keep our core 7 together(all of us actually made it to the end). I'd like everyone to post what options they want the game set to, and then we'll do a game based on the majority. Please try to include all options(like cultural conversions). I'll post mine once everyone else has posted theirs. You have one week to do this, because that's all the time I'm waiting until the next game.

And don't forget to choose what Civ you want to be. Romans and Koreans need not apply.
 
Should we discuss this here, or here?
Anyway, here's my choice of settings:
[c3c]v1.22
Tribe: India
Difficulty level: Emperor
World Size: Large
Barbarians: Roaming/Sedentrary
Land Mass and Water Coverage: Random
Climate/Temperature/Age: Random
Allow Domination Victory
Allow Space Race Victory
Allow Conquest Victory
Allow Cultural Victory
Allow Diplomatic Victory
Allow Cultural Conversions
 
[c3c] 1.22
Tribe: Celts
Level: Emperor
World size: Standard
Barbs: Sedentary
World Type: Continents
Climate: Wet, Warm, 4 billion years
Allow Domination Victory
Allow Conquest Victory
Allow Cultural Victory
Allow Space Victory
Allow Diplomatic Victory
Allow Cultural Conversions
 
[c3c]1.22/1.15
Tribe: America
Level: Whatever
World Size: Standard
Barbs: Roaming
World Type: Continent, 70% water
Climate: Wet, Cool, whatever.
Allow Dominatiion.
Allow Conquest.
Allow Cultural.
Allow Space.
Allow Diplomatic.
AI Respawn OFF.
 
[c3c] 1.22
Tribe: Dutch
Level: Emperor
World Size: Standard
Barbs: Roaming
World Type: archipelogo, 70% water
Climate: Wet, Cool, 5 billion.
All victory conditons on
AI Respawn OFF.
World Seed: DGIT 3

Looks like we don't have any aggrement... :p
 
[c3c]1.22
Tribe: Indian (oooh, a tie breaker)
Level: Emperor
World Size: Standard
Barbs: Roaming or Restless
World Type: random
Climate: random
All victory conditons on (except wonder of course)
AI Respawn OFF.
Cultural Conversions - On
No common cultural groups or whatever its called.
 
I'd rather play Celts then India. Better UU for the time peroid it starts in. The War Elephant is the same as the knight, but has 1 more defense. It's a blitz attack unit so I don't think that 1def is going to help all that much. The Gaellic swordsman on the other hand, has an 2 movement points, which mean in the AA we'll have both Horseman and Swordsman that can blitz attack. If we go the Celtic route, we're much going to have to kick off early wars for domination since we won't go as quickly as we would as the dutch... same with India... somewhat slower growing. I prefer the Dutch, and think they'd be a good Civ to try, but if that's dropped I'd prefer the Celts just for their UU.
 
I don't think the Gallic Swordman has blitz attack (2 move, yes). The Elephant, I believe also has the extra HP,which is pretty cool, although I think I'm wrong about it having blitz. I agree with growth, but then again, I think we can overcome not having agri. Unless we are stuck in a desert, of course. The Dutch - I don't know. What type of game are we thinking of here? Conquests, Domination or survival. The defensive UU just doesn't do much for me. I'll take the Gallic over Swiss Mercs anyday (although with my impending trip to Switzerland, maybe I should reconsider :rolleyes: ).
 
I'd rather play Celts then India. Better UU for the time peroid it starts in. The War Elephant is the same as the knight, but has 1 more defense. It's a blitz attack unit so I don't think that 1def is going to help all that much. The Gaellic swordsman on the other hand, has an 2 movement points, which mean in the AA we'll have both Horseman and Swordsman that can blitz attack

War Elephant is equal to Knight on terms of defense. It has one extra HP, not defense. That came with C3C. And it can't blitz. Neither can Gallics.

America! C'mon! We'll be playing it on July 4th! :p
 
Smellincoffee said:
War Elephant is equal to Knight on terms of defense. It has one extra HP, not defense. That came with C3C. And it can't blitz. Neither can Gallics.

America! C'mon! We'll be playing it on July 4th! :p

That's a horrible reason to play as America... besides, we got to Brits in our midst.;)

If we go with India, we should make it a condition to use every form of Goverment, since they're Religious, and have a period of war, and a peroid of peace, and see which one is best... this includes Demo to Blas!!
 
Well, they can celebrate one of their most valuable allies in history being born. :D
 
I like that variant idea, alerum...
But if we do that, we had better make sure we can't cheat: we gotta keep each gov't for at least five turns. :P

I think we should go with India with all the settings I listed and use that utility that picks out good starting positions (forgot what it's called. ><) That way we don't need to worry about a desert start.
 
Blasphemous said:
I like that variant idea, alerum...
But if we do that, we had better make sure we can't cheat: we gotta keep each gov't for at least five turns. :P

I think we should go with India with all the settings I listed and use that utility that picks out good starting positions (forgot what it's called. ><) That way we don't need to worry about a desert start.

Is called MapFinder, and I've yet to get that to work properly.:p As for the variant, I don't think 5 turns is enough... I think we should require 70 turns.;)

EDIT: That 70 was supposed to be 20.
 
I don't know. Switching to every government? I don't see the point to it. Why would we do this? Are our people so confused that they seem to prefer states of anarchy over civilized ruling order? :crazyeyes: Remember, with C3C, even Religious takes 2 turns of anarchy now. If we're going to do a government varient, I'd say stick to a theme. Only governments where jobs are rushed via whipping (Despot, Fascism or Communism). Or only representative governments. Or Goverments with a supreme leader... But all governments? If strategically we skip Monarchy to keep the tech pace going, does that mean we may need to switch to Monarchy sometime later in the game for no other reason than to be king for a day. I just think that's a little weird. We could always just target a government that is seldom used - like Fascism and gear our game towards it, ie lots of military in this case. But if the gang is for trying all the governments, I can go along.

As for Mapfinder. I believe the Gram 2.0 game was generated using it. I don't really know what happened, but we ended up with a totally different map than was intended. Not sure if that was purely human error or not. If someone figures it out fine, otherwise I say show five starts, let the team choose the best one, and pray for a decent start from there.

As for America and July 4. Well, July 14th is Bastille Day (France), July 20 is Marine Day (Japan), etc etc etc. As for me. I'll be on a beach swimming in the Atlantic, so... lots of sand. Hmmm India seems just about right. :D I'll just have to substitue a big ol' slab of Jersey pizza or an Italian sausage sandwich for an aromatic bowl of Indian curry.
 
I also suggest we put into affect the rule of claiming the game within 48 hours. If you can't claim it by then, but still want to play, then we'll just do a switch when you do reappear, but this game dragged on far to long for just a lack of people claiming the save. I konw this game was based on a loose policy on playing, but 3 weeks at one point was crazy... The game would be much more enjoyable if we did 48 hours I got it, with a week to play.

As for doing the Philo gambit, I don't know how possible that will be for us. For one, the civ we had would *HAVE* to start with Alphabet. Otherwise we'll need 20 turns to research that before we can even get into a 40 turn gambit on Philo. I don't believe India starts with Alphabet... so either India is out of the game, or going just for the Philo game is out.

I still think the all goverment idea would be better suited for the learning curve. I think most of us know the republic-demo path, or else the monarchy-comm path, but have any of us used ALL the goverments? And pulling 2 turns of anarchy still isn't much. That's a WHOLE 10 turns we'll be in anarchy... That's just 2 switches, and good draws on anarchy, if we weren't religious... the same we we always do...
 
I think now that it's not such a great idea to do all gov'ts... It's sorta silly... It's our first game on Emperor (as a group, and for some of us first time in any way). We should just try and beat it before we restrict ourselves with variants.
I think we should race for Philo and hope to get the bonus tech... Even if we don't, it's valuable for trading, and if we do, that may just be enough to set the game in our favour very early.
 
A Philo-CoL gambit would be impressive, but I highly doubt we could pull that off on Emperor. Just trying to get Philo first would be tough. Emperor is getting into the heady territory of needing money and trade, trade, trade your way to techs. Techniques such as min-sci runs and trading <gasp> your lone resource to pull into the tech pace. We need to watch for 2-fer trading opportunities every turn.

I'm thinking what we do tech-wise is going to depend on (1) our starting techs and (2) who are neighbors are. I would leave it open until we get started.

I 2nd a 36-48 hr got it rule. Please post a got it or a skip in the thread so we know you have it. A one week or even shorter to play is fine for me too. Even at 72 hrs, it we leave it completely open to request for more time within that timeframe. The idea being we can at least move the game along if current gamer goes incommunicado for some time period. I say a 48/72 rule, with an understanding that there are no problems asking to be switched with someone or asking for some more time.
 
Blasphemous said:
I think now that it's not such a great idea to do all gov'ts... It's sorta silly... It's our first game on Emperor (as a group, and for some of us first time in any way). We should just try and beat it before we restrict ourselves with variants.
I think we should race for Philo and hope to get the bonus tech... Even if we don't, it's valuable for trading, and if we do, that may just be enough to set the game in our favour very early.


Blas, I've tried several solo Emperor attemps and any second teir tech I've tried is 50 turns of research on min or max. It will take us a min of 100 turns, and that's with starting off with Alphabet. No, a wiser tech path will present itself when we see what our starting techs and neighbors are, but I highly doubt it's going to be the Philo gambit. Ask some Emperor level players, and you'll get about the same answer. Even on Monarch that's a true gambit... on Emp it's foolhardy. Especially since the AI goes so strong for Philo now, and if we have any civs that start with alpha in the game with us, we're screwed.
 
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